Hmmm the reason for this is the inability to raise the amount of xp a trained unit gets opposed to sov/champs, unless someone solved this and I missed it. On a side note, is there a way to set a trained unit trait to only allow one or the other to be used so I can set up a rudimentary system for weight classes. In other words minor classes for trained units not as good as henchmen but like a subclass. Mages already exist, but I want to make it that
halmal242
This is something I have some trouble with as well as I have been attempting to balance the armor, and make more than one upgrade for it. It doesn't make a lot of sense as the light plate is for all intensive purposes regular plate, then the plate would be a field plate, and the champions would be full plate. Its a rough system in my opinion, to which I don't have a solid answer as whats the best way to attack the problem. Basically I just think there nee
Is is possible to mod a unit / monsters base xp and then have it also rise as it levels?
Welp I learned a valuable lesson today when attempting to use my mod after making changes for error checking. The upgrade function sucks. Basically if a weapon is changed to a different damage type it doesn't count toward the upgrade logic. The full and partial suits work fine so I think I will just take the original version of the mod and make the conversions from partial suits to full suits and leave it as it until the upgrade system gets some love because man oh man i
Ok so here is what I am looking at for different weapons for effects/damages/ and damage types. Critique away or make suggestions. <col width
I have to say I am loving this thread because while I have been tackling my armor/weapon mod i have come across the same issues but didn't know how to tackle them alone. You guys are throwing out some awesome food for thought on how I might be able to work on some of these issues. One thing I will say for weapon balance is this, the armors, in my opinion were not balanced right so it throws the weapons way off for power. Plate being the biggest problem with its current b
So I ran into a new problem from trying to change where you can purchase armor when you have so many different variables of traits. Between Wanderlust and defensive you need 4 different armorers to cover the variations. Then add Light Plate and regular chain and you have 8 different versions of armorers just at the chain level. Do it again for the plate level and you have 16. Again for each of the masterwork level and you can see how this will be a problem rather fast. &nb
Currently there is no way to restrict something except by level as you already stated. Heavenfall has created a list of things modders want added to the game and the ability to creates additional prereqs is one of them. I think it's in one of the sticky posts.
I am making decent progress with the armor mod, but with the way I am doing it now it will take a while because I have to make a new building for each possible combination of selectable racial trait combinations. I thought it was going to be a huge mess but turns out it was very easy just time consuming, you have to put multiple prereq restricedabilitybonus tags on each building so that it only turns on when someone has the specific type for that building. Then have that
Oh I understand, I was just mentioning what I would like beyond that. For total unit sizes I am not sure what meats the immersion barrier but you could base it upon roman unit sizes, I would have to look them up. I remember cohorts and stuff like that but not the exact numbers. This would give you a realistic size to pull for actual values on what constitutes a small medium large and very large group for use within an army. I can either look that up for you when taking
I like the idea of larger numbers to be honest because it fits better but also total different types as well. I do not know if it is hard coded to have only 9 units per army stack or if that is exceed-able or not but if you can make it 12 or 16 then you can have archers protected by infantry, with cavalry to flank and your sov/champ as a general/mage. Granted you can do this now but barely to cover each piece, normal medieval/early-renaissance armies
Sorry to hear that, it was only a jest to lighten the mood but I can understand if it fell flat. We only got the outside edge here in western Ohio but it was pretty nasty weather just east of us.
I am watching this intently as I intend to use this with my armor/weapon mod and hopefully increase total number of armies. That way you can have actual tactical battles with diverse armies. Good luck with recovering from Sandy, I hear she was mean but maybe she was just misunderstood. Cheers!
I think I have the weapon stats pretty well normalized and differentiated. Tell me what you guys think. The plan is for the Masterwork upgrade is that if its a fast attack it gets a 1 attack boost, slow attack 2 attack boost, and two handed a 3 attack boost. Ranged will be 1 for fast and 2 for slow. Same for enchanted except add 5% accuracy and additional attack but elemental based for appropriate element. Champion's upgrade will add more elemental
Hmmm, I might have to stick with the current swing animation and just have the mechanics be piercing. Now I just need a rapier graphic for in game.
Sigh double post.
Alright so here are the Mark II armor numbers. These are firm but not completely set in stone yet as I am not 100% sure on the additional training times yet. Currently I think they may be too high but I am not sure because of the drastically increased benefits of the upgraded armors. To make sure this is clear, full armor suits would only be available for troop training and champions/sovereigns would have to purchase the piece armors. Chest and Legs have been co
That should work. Any ideas on a rapier?
Any idea how I would import the scythe graphic from E:WoM and what animation would work for it? Also anyone know of a good graphic for a rapier I could use for my Armor/Weapon mod?
Alright I solved the weapon types along with speed/hands issue I have been trying to figure out. Though I still don't know what to do about the AI for getting it to upgrade under a certain tier group using the AI the way it is without weapon prereq tags for skill types. The only way I can currently think is to have the equipment preset on the premade unit types so that the unit can only upgrade with the weapon of the same type, I.G. 1H Blunt, and the same weight. I know
I solved this problem locally for my last build on my armor mod, not sure how well it works since I have not tested the supposed operand random number timer for 5% chance of gaining xp per turn. I also removed the unique quality from Adventurer's guild but reduced the reduction to champions hiring to 5% meaning to get the same benefit you would have to make 5 of them, might need to change it even lower if people make mass cities to maybe like 2% per guild. I also added a incre
I am changing short swords to do half slash damage and half pierce damage as that is how they work. I could also do this for daggers. Basically they are sort of cross over weapons. With potentially adding the scythe for the two handed version of these. Here is what I am planning on weapons. Blunt Slash Slash/pierce Pierce With each of these types it would have three sub-types, Fast one handed
Awesome work!
Could this also be applied for the Path of the G overnor. I mean make spells specifically available only for the gov path that use influence as its cost. Or even add espionage under the path of the governor to make it more worthwhile a path, instead of buffing Path of the Thief. Maybe add that path of Gov builds a tiny bit of influence so you can cast these spells if you have one. Just thinking here.
Will dig around in your code and look at how its done when I get a chance.